/*
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package l1j.server.server.templates;

public class L1Skills {

	public static final int ATTR_NONE = 0;

	public static final int ATTR_EARTH = 1;

	public static final int ATTR_FIRE = 2;

	public static final int ATTR_WATER = 4;

	public static final int ATTR_WIND = 8;

	public static final int ATTR_RAY = 16;

	public static final int TYPE_PROBABILITY = 1;

	public static final int TYPE_CHANGE = 2;

	public static final int TYPE_CURSE = 4;

	public static final int TYPE_DEATH = 8;

	public static final int TYPE_HEAL = 16;

	public static final int TYPE_RESTORE = 32;

	public static final int TYPE_ATTACK = 64;

	public static final int TYPE_OTHER = 128;

	public static final int TARGET_TO_ME = 0;

	public static final int TARGET_TO_PC = 1;

	public static final int TARGET_TO_NPC = 2;

	public static final int TARGET_TO_CLAN = 4;

	public static final int TARGET_TO_PARTY = 8;

	public static final int TARGET_TO_PET = 16;

	public static final int TARGET_TO_PLACE = 32;

	private int _skillId;

	private String _name;

	private int _skillLevel;

	private int _skillNumber;

	private int _mpConsume;

	private int _hpConsume;

	private int _itmeConsumeId;

	private int _itmeConsumeCount;

	private int _reuseDelay; // 単位：ミリ秒

	private int _buffDuration; // 単位：秒

	private String _target;

	private int _targetTo; // 対象 0:自分 1:PC 2:NPC 4:血盟 8:パーティ 16:ペット 32:場所

	private int _damageValue;

	private int _damageDice;

	private int _damageDiceCount;

	private int _probabilityValue;

	private int _probabilityDice;

	private int _attr;

	private int _type; // TODO 技能類型

	private int _lawful;

	private int _ranged;

	private int _area;

	boolean _isThrough;

	private int _id;

	private String _nameId;

	private int _actionId;

	private int _castGfx;

	private int _castGfx2;

	private int _sysmsgIdHappen;

	private int _sysmsgIdStop;

	private int _sysmsgIdFail;

	public int getActionId() {
		return this._actionId;
	}

	public int getArea() {
		return this._area;
	}

	/**
	 * スキルの属性を返す。<br>
	 * 0.無属性魔法,1.地魔法,2.火魔法,4.水魔法,8.風魔法,16.光魔法
	 */
	public int getAttr() {
		return this._attr;
	}

	public int getBuffDuration() {
		return this._buffDuration;
	}

	public int getCastGfx() {
		return this._castGfx;
	}

	public int getCastGfx2() {
		return this._castGfx2;
	}

	public int getDamageDice() {
		return this._damageDice;
	}

	public int getDamageDiceCount() {
		return this._damageDiceCount;
	}

	public int getDamageValue() {
		return this._damageValue;
	}

	public int getHpConsume() {
		return this._hpConsume;
	}

	public int getId() {
		return this._id;
	}

	public int getItemConsumeCount() {
		return this._itmeConsumeCount;
	}

	public int getItemConsumeId() {
		return this._itmeConsumeId;
	}

	public int getLawful() {
		return this._lawful;
	}

	public int getMpConsume() {
		return this._mpConsume;
	}

	public String getName() {
		return this._name;
	}

	public String getNameId() {
		return this._nameId;
	}

	public int getProbabilityDice() {
		return this._probabilityDice;
	}

	public int getProbabilityValue() {
		return this._probabilityValue;
	}

	public int getRanged() {
		return this._ranged;
	}

	public int getReuseDelay() {
		return this._reuseDelay;
	}

	public int getSkillId() {
		return this._skillId;
	}

	public int getSkillLevel() {
		return this._skillLevel;
	}

	public int getSkillNumber() {
		return this._skillNumber;
	}

	public int getSysmsgIdFail() {
		return this._sysmsgIdFail;
	}

	public int getSysmsgIdHappen() {
		return this._sysmsgIdHappen;
	}

	public int getSysmsgIdStop() {
		return this._sysmsgIdStop;
	}

	public String getTarget() {
		return this._target;
	}

	public int getTargetTo() {
		return this._targetTo;
	}

	/**
	 * 技能的類型。<br>
	 * 1.機率性魔法2.改變性魔法4.詛咒類型8.死亡16.治療32.復活64.攻擊128.其他特殊
	 */
	public int getType() {
		return this._type;
	}

	public boolean isThrough() {
		return this._isThrough;
	}

	public void setActionId(int i) {
		this._actionId = i;
	}

	public void setArea(int i) {
		this._area = i;
	}

	public void setAttr(int i) {
		this._attr = i;
	}

	public void setBuffDuration(int i) {
		this._buffDuration = i;
	}

	public void setCastGfx(int i) {
		this._castGfx = i;
	}

	public void setCastGfx2(int i) {
		this._castGfx2 = i;
	}

	public void setDamageDice(int i) {
		this._damageDice = i;
	}

	public void setDamageDiceCount(int i) {
		this._damageDiceCount = i;
	}

	public void setDamageValue(int i) {
		this._damageValue = i;
	}

	public void setHpConsume(int i) {
		this._hpConsume = i;
	}

	public void setId(int i) {
		this._id = i;
	}

	public void setItemConsumeCount(int i) {
		this._itmeConsumeCount = i;
	}

	public void setItemConsumeId(int i) {
		this._itmeConsumeId = i;
	}

	public void setLawful(int i) {
		this._lawful = i;
	}

	public void setMpConsume(int i) {
		this._mpConsume = i;
	}

	public void setName(String s) {
		this._name = s;
	}

	public void setNameId(String s) {
		this._nameId = s;
	}

	public void setProbabilityDice(int i) {
		this._probabilityDice = i;
	}

	public void setProbabilityValue(int i) {
		this._probabilityValue = i;
	}

	public void setRanged(int i) {
		this._ranged = i;
	}

	public void setReuseDelay(int i) {
		this._reuseDelay = i;
	}

	public void setSkillId(int i) {
		this._skillId = i;
	}

	public void setSkillLevel(int i) {
		this._skillLevel = i;
	}

	public void setSkillNumber(int i) {
		this._skillNumber = i;
	}

	public void setSysmsgIdFail(int i) {
		this._sysmsgIdFail = i;
	}

	public void setSysmsgIdHappen(int i) {
		this._sysmsgIdHappen = i;
	}

	public void setSysmsgIdStop(int i) {
		this._sysmsgIdStop = i;
	}

	public void setTarget(String s) {
		this._target = s;
	}

	public void setTargetTo(int i) {
		this._targetTo = i;
	}

	public void setThrough(boolean flag) {
		this._isThrough = flag;
	}

	public void setType(int i) {
		this._type = i;
	}

}
